What is it?

UDK is Unreal Engine 3 – the complete professional development framework. All the tools you need to create great games, advanced visualizations and detailed 3D simulations. The best tools in the industry are in your hands.

Who is it for?

Anyone. Everyone. You. Unreal Engine 3 has been used by game developers, researchers, television studios, machinima directors, artists and students. If you have an idea that needs to be brought to life in a game engine, UDK is for you.

Why UDK?

Only UDK has the power, flexibility and track record of Unreal Engine 3. These tools have been proven with countless releases and dozens of awards. There is no better way to make awesome games than with UE3.

Myself, Thang, is the elder of the two and is a programmer. I do all the codings for our games. I used to work for Rare Ltd on Banjo Kazooie Nuts & Bolt and Kinect Sport series, then moving on to Voofoo Studios as my current daytime job where I have released many multi platform games like Pure Pool, Pure Hold’em, Mantis Burn Racing.

Dzung is my younger brother and quite luckily he was not interested in programming like me but he liked 3D art instead. So this would make us a perfect brothers team of one programmer and one artist passionate about making their own game. Dzung started out working for Rare as well but then move to movie industry, working for London’s Double Negative and created special effects for 007: Skyfall, John Carter, Snow White and the Huntsman and countless other games as clients of his own 3D Studios – Thunder Cloud.

In 2012, after many little hobby games created purely as the result of our joy for “making our own games”, we decided to go for it and make “real” games to sell and may be earning some money. We decided that we are not going to follow the trend at the time that is creating quick, cheap mobile games. We wanted to create very high quality games, on pair with professional titles. However, with just a team of 2 with other full time job commitments this would be unrealistic so we decided that we would focus almost all our effort in the core game-play only and make it as perfect as possible.

So we set out to work on our first game, Tank Brawl. Fueled by enthusiasm we worked on the game whenever we find free time, whether it is evening after full time job finished, deep into the night or whole day during UK bank holidays. After nearly a year, the game is finished to our satisfaction quality and released to Ipad. However the game doesn’t sell well for reasons that we don’t even fully know. This put us off the “creating our own game” thing for about 2 years.

Then around 2015, we both moved back to our home base in Hanoi, while still working full time, we decided that we would go for it again and redid Tank Brawl with many added features and polishes and release it on Steam. Tank Brawl was released again in Steam in May 2016 to well received criticism and many people liked it. Although it’s not a massive hit or earning us any money comparable to our full time job but at least it doesn’t totally kill off our enthusiasm. During this time, I had an idea of a gameplay mechanic that is based on my favourite childhood toy called Big Trak, a programming rover. So me and my brother started working on our second game Jump, Step, Step, an innovative relaxing puzzle game. The game was quickly greenlit on Steam and went on to release in March 2017. Around the same time, we secured our slot for it in Xbox One marketplace, and since then we have finished our work on this version. So our first ever own Xbox One title is scheduled to release on Xbox One on 11th August 2017. Only god knows what happen next.

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Hey guys, been on the group for a while but I don't think I ever really introduced myself here. I'm Daniel (most people know me as Dan, TheWalshinator or Walsh) and I'm the project leader at Walshinator Productions, where me and my currently small team are working on a first-person psychological horror game series called ALWAYS HUNTING, a prototype for the first of which (Jacob's Story) is currently in development.Indiedb.com
Help is always welcome and greatly appreciated, so if you are interested in helping out or just want to chat (which I'm totally fine with), feel free to send me a PM or hit me up on Skype (thewalshinator1). I'll say now that we do not currently have a budget, so paid work isn't an option right now but might become available in the future, because I plan to launch a fundraiser campaign after the prototype's three levels are completed.